Property | Type | Description | |
---|---|---|---|
_name | string | ||
easeType | iTween.EaseType | ||
id | string | ||
isRunning | bool | ||
loopType | LoopType | ||
time | float | ||
tweens | ArrayList |
Method | Description | |
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AudioFrom ( GameObject target, Hashtable args ) : void |
Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time with FULL customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
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AudioFrom ( GameObject target, float volume, float pitch, float time ) : void |
Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time with MINIMUM customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
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AudioTo ( GameObject target, Hashtable args ) : void |
Fades volume and pitch of an AudioSource with FULL customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
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AudioTo ( GameObject target, float volume, float pitch, float time ) : void |
Fades volume and pitch of an AudioSource with MINIMUM customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
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AudioUpdate ( GameObject target, Hashtable args ) : void |
Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
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AudioUpdate ( GameObject target, float volume, float pitch, float time ) : void |
Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
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CameraFadeAdd ( ) : GameObject |
Creates a GameObject (if it doesn't exist) at the default depth filled with black that can be used to simulate a camera fade.
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CameraFadeAdd ( Texture2D texture ) : GameObject |
Creates a GameObject (if it doesn't exist) at the default depth that can be used to simulate a camera fade.
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CameraFadeAdd ( Texture2D texture, int depth ) : GameObject |
Creates a GameObject (if it doesn't exist) at the supplied depth that can be used to simulate a camera fade.
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CameraFadeDepth ( int depth ) : void |
Changes a camera fade's texture.
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CameraFadeDestroy ( ) : void |
Removes and destroyes a camera fade.
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CameraFadeFrom ( Hashtable args ) : void |
Instantly changes the amount(transparency) of a camera fade and then returns it back over time with FULL customization options.
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CameraFadeFrom ( float amount, float time ) : void |
Instantly changes the amount(transparency) of a camera fade and then returns it back over time with MINIMUM customization options.
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CameraFadeSwap ( Texture2D texture ) : void |
Changes a camera fade's texture.
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CameraFadeTo ( Hashtable args ) : void |
Changes the amount(transparency) of a camera fade over time with FULL customization options.
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CameraFadeTo ( float amount, float time ) : void |
Changes the amount(transparency) of a camera fade over time with MINIMUM customization options.
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CameraTexture ( Color color ) : Texture2D |
Creates and returns a full-screen Texture2D for use with CameraFade.
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ColorFrom ( GameObject target, Color color, float time ) : void |
Changes a GameObject's color values instantly then returns them to the provided properties over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation.
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ColorFrom ( GameObject target, Hashtable args ) : void |
Changes a GameObject's color values instantly then returns them to the provided properties over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation.
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ColorTo ( GameObject target, Color color, float time ) : void |
Changes a GameObject's color values over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, they will become the target of the animation.
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ColorTo ( GameObject target, Hashtable args ) : void |
Changes a GameObject's color values over time with FULL customization options. If a GUIText or GUITexture component is attached, they will become the target of the animation.
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ColorUpdate ( GameObject target, Color color, float time ) : void |
Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
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ColorUpdate ( GameObject target, Hashtable args ) : void |
Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
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Count ( ) : int |
Count all iTweens in current scene.
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Count ( GameObject target ) : int |
Count all iTweens on a GameObject.
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Count ( GameObject target, string type ) : int |
Count all iTweens on a GameObject of a particular type.
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Count ( string type ) : int |
Count all iTweens in current scene of a particular type.
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DrawLine ( Transform line ) : void |
When called from an OnDrawGizmos() function it will draw a line through the provided array of Transforms.
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DrawLine ( Transform line, Color color ) : void |
When called from an OnDrawGizmos() function it will draw a line through the provided array of Transforms.
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DrawLine ( Vector3 line ) : void |
When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3s.
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DrawLine ( Vector3 line, Color color ) : void |
When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3s.
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DrawLineGizmos ( Transform line ) : void |
Draws a line through the provided array of Transforms with Gizmos.DrawLine().
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DrawLineGizmos ( Transform line, Color color ) : void |
Draws a line through the provided array of Transforms with Gizmos.DrawLine().
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DrawLineGizmos ( Vector3 line ) : void |
Draws a line through the provided array of Vector3s with Gizmos.DrawLine().
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DrawLineGizmos ( Vector3 line, Color color ) : void |
Draws a line through the provided array of Vector3s with Gizmos.DrawLine().
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DrawLineHandles ( Transform line ) : void |
Draws a line through the provided array of Transforms with Handles.DrawLine().
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DrawLineHandles ( Transform line, Color color ) : void |
Draws a line through the provided array of Transforms with Handles.DrawLine().
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DrawLineHandles ( Vector3 line ) : void |
Draws a line through the provided array of Vector3s with Handles.DrawLine().
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DrawLineHandles ( Vector3 line, Color color ) : void |
Draws a line through the provided array of Vector3s with Handles.DrawLine().
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DrawPath ( Transform path ) : void |
When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Transforms.
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DrawPath ( Transform path, Color color ) : void |
When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Transforms.
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DrawPath ( Vector3 path ) : void |
When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3s.
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DrawPath ( Vector3 path, Color color ) : void |
When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3s.
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DrawPathGizmos ( Transform path ) : void |
Draws a curved path through the provided array of Transforms with Gizmos.DrawLine().
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DrawPathGizmos ( Transform path, Color color ) : void |
Draws a curved path through the provided array of Transforms with Gizmos.DrawLine().
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DrawPathGizmos ( Vector3 path ) : void |
Draws a curved path through the provided array of Vector3s with Gizmos.DrawLine().
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DrawPathGizmos ( Vector3 path, Color color ) : void |
Draws a curved path through the provided array of Vector3s with Gizmos.DrawLine().
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DrawPathHandles ( Transform path ) : void |
Draws a curved path through the provided array of Transforms with Handles.DrawLine().
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DrawPathHandles ( Transform path, Color color ) : void |
Draws a curved path through the provided array of Transforms with Handles.DrawLine().
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DrawPathHandles ( Vector3 path ) : void |
Draws a curved path through the provided array of Vector3s with Handles.DrawLine().
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DrawPathHandles ( Vector3 path, Color color ) : void |
Draws a curved path through the provided array of Vector3s with Handles.DrawLine().
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FadeFrom ( GameObject target, Hashtable args ) : void |
Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter.
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FadeFrom ( GameObject target, float alpha, float time ) : void |
Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter.
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FadeTo ( GameObject target, Hashtable args ) : void |
Changes a GameObject's alpha value over time with FULL customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter.
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FadeTo ( GameObject target, float alpha, float time ) : void |
Changes a GameObject's alpha value over time with MINIMUM customization options. If a GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter.
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FadeUpdate ( GameObject target, Hashtable args ) : void |
Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
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FadeUpdate ( GameObject target, float alpha, float time ) : void |
Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
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FloatUpdate ( float currentValue, float targetValue, float speed ) : float |
Returns a float that is eased between a current and target value by the supplied speed.
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Hash ( ) : Hashtable |
Universal interface to help in the creation of Hashtables. Especially useful for C# users.
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Init ( GameObject target ) : void |
Sets up a GameObject to avoid hiccups when an initial iTween is added. It's advisable to run this on every object you intend to run iTween on in its Start or Awake.
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LookFrom ( GameObject target, Hashtable args ) : void |
Instantly rotates a GameObject to look at a supplied Transform or Vector3 then returns it to it's starting rotation over time with FULL customization options.
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LookFrom ( GameObject target, Vector3 looktarget, float time ) : void |
Instantly rotates a GameObject to look at the supplied Vector3 then returns it to it's starting rotation over time with MINIMUM customization options.
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LookTo ( GameObject target, Hashtable args ) : void |
Rotates a GameObject to look at a supplied Transform or Vector3 over time with FULL customization options.
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LookTo ( GameObject target, Vector3 looktarget, float time ) : void |
Rotates a GameObject to look at the supplied Vector3 over time with MINIMUM customization options.
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LookUpdate ( GameObject target, Hashtable args ) : void |
Similar to LookTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
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LookUpdate ( GameObject target, Vector3 looktarget, float time ) : void |
Similar to LookTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
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MoveAdd ( GameObject target, Hashtable args ) : void |
Translates a GameObject's position over time with FULL customization options.
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MoveAdd ( GameObject target, Vector3 amount, float time ) : void |
Translates a GameObject's position over time with MINIMUM customization options.
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MoveBy ( GameObject target, Hashtable args ) : void |
Adds the supplied coordinates to a GameObject's position with FULL customization options.
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MoveBy ( GameObject target, Vector3 amount, float time ) : void |
Adds the supplied coordinates to a GameObject's postion with MINIMUM customization options.
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MoveFrom ( GameObject target, Hashtable args ) : void |
Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with FULL customization options.
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MoveFrom ( GameObject target, Vector3 position, float time ) : void |
Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with MINIMUM customization options.
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MoveTo ( GameObject target, Hashtable args ) : void |
Changes a GameObject's position over time to a supplied destination with FULL customization options.
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MoveTo ( GameObject target, Vector3 position, float time ) : void |
Changes a GameObject's position over time to a supplied destination with MINIMUM customization options.
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MoveUpdate ( GameObject target, Hashtable args ) : void |
Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
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MoveUpdate ( GameObject target, Vector3 position, float time ) : void |
Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
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PathLength ( Transform path ) : float |
Returns the length of a curved path drawn through the provided array of Transforms.
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PathLength ( Vector3 path ) : float |
Returns the length of a curved path drawn through the provided array of Vector3s.
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Pause ( ) : void |
Pause all iTweens in scene.
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Pause ( GameObject target ) : void |
Pause all iTweens on a GameObject.
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Pause ( GameObject target, bool includechildren ) : void |
Pause all iTweens on a GameObject including its children.
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Pause ( GameObject target, string type ) : void | ||
Pause ( GameObject target, string type, bool includechildren ) : void | ||
Pause ( string type ) : void |
Pause all iTweens in scene of a particular type.
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PointOnPath ( Transform path, float percent ) : Vector3 |
Returns a Vector3 position on a path at the provided percentage
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PointOnPath ( Vector3 path, float percent ) : Vector3 |
Returns a Vector3 position on a path at the provided percentage
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PunchPosition ( GameObject target, Hashtable args ) : void |
Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with FULL customization options.
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PunchPosition ( GameObject target, Vector3 amount, float time ) : void |
Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with MINIMUM customization options.
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PunchRotation ( GameObject target, Hashtable args ) : void |
Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with FULL customization options.
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PunchRotation ( GameObject target, Vector3 amount, float time ) : void |
Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with MINIMUM customization options.
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PunchScale ( GameObject target, Hashtable args ) : void |
Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with FULL customization options.
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PunchScale ( GameObject target, Vector3 amount, float time ) : void |
Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with MINIMUM customization options.
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PutOnPath ( GameObject target, Transform path, float percent ) : void |
Puts a GameObject on a path at the provided percentage
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PutOnPath ( GameObject target, Vector3 path, float percent ) : void |
Puts a GameObject on a path at the provided percentage
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PutOnPath ( Transform target, Transform path, float percent ) : void |
Puts a GameObject on a path at the provided percentage
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PutOnPath ( Transform target, Vector3 path, float percent ) : void |
Puts a GameObject on a path at the provided percentage
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RectUpdate ( Rect currentValue, Rect targetValue, float speed ) : Rect |
Returns a Rect that is eased between a current and target value by the supplied speed.
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Resume ( ) : void |
Resume all iTweens in scene.
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Resume ( GameObject target ) : void |
Resume all iTweens on a GameObject.
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Resume ( GameObject target, bool includechildren ) : void |
Resume all iTweens on a GameObject including its children.
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Resume ( GameObject target, string type ) : void | ||
Resume ( GameObject target, string type, bool includechildren ) : void | ||
Resume ( string type ) : void |
Resume all iTweens in scene of a particular type.
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RotateAdd ( GameObject target, Hashtable args ) : void |
Adds supplied Euler angles in degrees to a GameObject's rotation over time with FULL customization options.
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RotateAdd ( GameObject target, Vector3 amount, float time ) : void |
Adds supplied Euler angles in degrees to a GameObject's rotation over time with MINIMUM customization options.
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RotateBy ( GameObject target, Hashtable args ) : void |
Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with FULL customization options.
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RotateBy ( GameObject target, Vector3 amount, float time ) : void |
Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with MINIMUM customization options.
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RotateFrom ( GameObject target, Hashtable args ) : void |
Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time (if allowed) with FULL customization options.
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RotateFrom ( GameObject target, Vector3 rotation, float time ) : void |
Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time (if allowed) with MINIMUM customization options.
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RotateTo ( GameObject target, Hashtable args ) : void |
Rotates a GameObject to the supplied Euler angles in degrees over time with FULL customization options.
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RotateTo ( GameObject target, Vector3 rotation, float time ) : void |
Rotates a GameObject to the supplied Euler angles in degrees over time with MINIMUM customization options.
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RotateUpdate ( GameObject target, Hashtable args ) : void |
Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
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RotateUpdate ( GameObject target, Vector3 rotation, float time ) : void |
Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
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ScaleAdd ( GameObject target, Hashtable args ) : void |
Adds to a GameObject's scale over time with FULL customization options.
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ScaleAdd ( GameObject target, Vector3 amount, float time ) : void |
Adds to a GameObject's scale over time with FULL customization options.
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ScaleBy ( GameObject target, Hashtable args ) : void |
Multiplies a GameObject's scale over time with FULL customization options.
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ScaleBy ( GameObject target, Vector3 amount, float time ) : void |
Multiplies a GameObject's scale over time with MINIMUM customization options.
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ScaleFrom ( GameObject target, Hashtable args ) : void |
Instantly changes a GameObject's scale then returns it to it's starting scale over time with FULL customization options.
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ScaleFrom ( GameObject target, Vector3 scale, float time ) : void |
Instantly changes a GameObject's scale then returns it to it's starting scale over time with MINIMUM customization options.
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ScaleTo ( GameObject target, Hashtable args ) : void |
Changes a GameObject's scale over time with FULL customization options.
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ScaleTo ( GameObject target, Vector3 scale, float time ) : void |
Changes a GameObject's scale over time with MINIMUM customization options.
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ScaleUpdate ( GameObject target, Hashtable args ) : void |
Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType.
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ScaleUpdate ( GameObject target, Vector3 scale, float time ) : void |
Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType.
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ShakePosition ( GameObject target, Hashtable args ) : void |
Randomly shakes a GameObject's position by a diminishing amount over time with FULL customization options.
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ShakePosition ( GameObject target, Vector3 amount, float time ) : void |
Randomly shakes a GameObject's position by a diminishing amount over time with MINIMUM customization options.
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ShakeRotation ( GameObject target, Hashtable args ) : void |
Randomly shakes a GameObject's rotation by a diminishing amount over time with FULL customization options.
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ShakeRotation ( GameObject target, Vector3 amount, float time ) : void |
Randomly shakes a GameObject's rotation by a diminishing amount over time with MINIMUM customization options.
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ShakeScale ( GameObject target, Hashtable args ) : void |
Randomly shakes a GameObject's scale by a diminishing amount over time with FULL customization options.
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ShakeScale ( GameObject target, Vector3 amount, float time ) : void |
Randomly shakes a GameObject's scale by a diminishing amount over time with MINIMUM customization options.
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Stab ( GameObject target, AudioClip audioclip, float delay ) : void |
Plays an AudioClip once based on supplied volume and pitch and following any delay with MINIMUM customization options. AudioSource is optional as iTween will provide one.
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Stab ( GameObject target, Hashtable args ) : void |
Plays an AudioClip once based on supplied volume and pitch and following any delay with FULL customization options. AudioSource is optional as iTween will provide one.
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Stop ( ) : void |
Stop and destroy all Tweens in current scene.
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Stop ( GameObject target ) : void |
Stop and destroy all iTweens on a GameObject.
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Stop ( GameObject target, bool includechildren ) : void |
Stop and destroy all iTweens on a GameObject including its children.
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Stop ( GameObject target, string type ) : void | ||
Stop ( GameObject target, string type, bool includechildren ) : void | ||
Stop ( string type ) : void |
Stop and destroy all iTweens in current scene of a particular type.
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StopByName ( GameObject target, string name ) : void | ||
StopByName ( GameObject target, string name, bool includechildren ) : void | ||
StopByName ( string name ) : void |
Stop and destroy all iTweens in current scene of a particular name.
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ValueTo ( GameObject target, Hashtable args ) : void |
Returns a value to an 'oncallback' method interpolated between the supplied 'from' and 'to' values for application as desired. Requires an 'onupdate' callback that accepts the same type as the supplied 'from' and 'to' properties.
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Vector2Update ( Vector2 currentValue, Vector2 targetValue, float speed ) : Vector2 |
Returns a Vector2 that is eased between a current and target value by the supplied speed.
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Vector3Update ( Vector3 currentValue, Vector3 targetValue, float speed ) : Vector3 |
Returns a Vector3 that is eased between a current and target value by the supplied speed.
|
Method | Description | |
---|---|---|
ApplyAudioToTargets ( ) : void | ||
ApplyColorTargets ( ) : void | ||
ApplyColorToTargets ( ) : void | ||
ApplyFloatTargets ( ) : void | ||
ApplyLookToTargets ( ) : void | ||
ApplyMoveByTargets ( ) : void | ||
ApplyMoveToPathTargets ( ) : void | ||
ApplyMoveToTargets ( ) : void | ||
ApplyPunchPositionTargets ( ) : void | ||
ApplyPunchRotationTargets ( ) : void | ||
ApplyPunchScaleTargets ( ) : void | ||
ApplyRectTargets ( ) : void | ||
ApplyRotateAddTargets ( ) : void | ||
ApplyRotateToTargets ( ) : void | ||
ApplyScaleToTargets ( ) : void | ||
ApplyShakePositionTargets ( ) : void | ||
ApplyShakeRotationTargets ( ) : void | ||
ApplyShakeScaleTargets ( ) : void | ||
ApplyStabTargets ( ) : void | ||
ApplyVector2Targets ( ) : void | ||
ApplyVector3Targets ( ) : void | ||
Awake ( ) : void | ||
CallBack ( string callbackType ) : void | ||
CleanArgs ( Hashtable args ) : Hashtable | ||
ConflictCheck ( ) : void | ||
DisableKinematic ( ) : void | ||
Dispose ( ) : void | ||
DrawLineHelper ( Vector3 line, Color color, string method ) : void | ||
DrawPathHelper ( Vector3 path, Color color, string method ) : void | ||
EnableKinematic ( ) : void | ||
FixedUpdate ( ) : void | ||
GenerateAudioToTargets ( ) : void | ||
GenerateColorTargets ( ) : void | ||
GenerateColorToTargets ( ) : void | ||
GenerateFloatTargets ( ) : void | ||
GenerateID ( ) : string | ||
GenerateLookToTargets ( ) : void | ||
GenerateMoveByTargets ( ) : void | ||
GenerateMoveToPathTargets ( ) : void | ||
GenerateMoveToTargets ( ) : void | ||
GeneratePunchPositionTargets ( ) : void | ||
GeneratePunchRotationTargets ( ) : void | ||
GeneratePunchScaleTargets ( ) : void | ||
GenerateRectTargets ( ) : void | ||
GenerateRotateAddTargets ( ) : void | ||
GenerateRotateByTargets ( ) : void | ||
GenerateRotateToTargets ( ) : void | ||
GenerateScaleAddTargets ( ) : void | ||
GenerateScaleByTargets ( ) : void | ||
GenerateScaleToTargets ( ) : void | ||
GenerateShakePositionTargets ( ) : void | ||
GenerateShakeRotationTargets ( ) : void | ||
GenerateShakeScaleTargets ( ) : void | ||
GenerateStabTargets ( ) : void | ||
GenerateTargets ( ) : void | ||
GenerateVector2Targets ( ) : void | ||
GenerateVector3Targets ( ) : void | ||
GetEasingFunction ( ) : void | ||
Interp ( Vector3 pts, float t ) : Vector3 | ||
LateUpdate ( ) : void | ||
Launch ( GameObject target, Hashtable args ) : void | ||
OnDisable ( ) : void | ||
OnEnable ( ) : void | ||
PathControlPointGenerator ( Vector3 path ) : Vector3[] | ||
ResumeDelay ( ) : void | ||
RetrieveArgs ( ) : void | ||
Start ( ) : IEnumerator | ||
TweenComplete ( ) : void | ||
TweenDelay ( ) : IEnumerator | ||
TweenLoop ( ) : void | ||
TweenRestart ( ) : IEnumerator | ||
TweenStart ( ) : void | ||
TweenUpdate ( ) : void | ||
Update ( ) : void | ||
UpdatePercentage ( ) : void | ||
clerp ( float start, float end, float value ) : float | ||
easeInBack ( float start, float end, float value ) : float | ||
easeInBounce ( float start, float end, float value ) : float | ||
easeInCirc ( float start, float end, float value ) : float | ||
easeInCubic ( float start, float end, float value ) : float | ||
easeInElastic ( float start, float end, float value ) : float | ||
easeInExpo ( float start, float end, float value ) : float | ||
easeInOutBack ( float start, float end, float value ) : float | ||
easeInOutBounce ( float start, float end, float value ) : float | ||
easeInOutCirc ( float start, float end, float value ) : float | ||
easeInOutCubic ( float start, float end, float value ) : float | ||
easeInOutElastic ( float start, float end, float value ) : float | ||
easeInOutExpo ( float start, float end, float value ) : float | ||
easeInOutQuad ( float start, float end, float value ) : float | ||
easeInOutQuart ( float start, float end, float value ) : float | ||
easeInOutQuint ( float start, float end, float value ) : float | ||
easeInOutSine ( float start, float end, float value ) : float | ||
easeInQuad ( float start, float end, float value ) : float | ||
easeInQuart ( float start, float end, float value ) : float | ||
easeInQuint ( float start, float end, float value ) : float | ||
easeInSine ( float start, float end, float value ) : float | ||
easeOutBack ( float start, float end, float value ) : float | ||
easeOutBounce ( float start, float end, float value ) : float | ||
easeOutCirc ( float start, float end, float value ) : float | ||
easeOutCubic ( float start, float end, float value ) : float | ||
easeOutElastic ( float start, float end, float value ) : float | ||
easeOutExpo ( float start, float end, float value ) : float | ||
easeOutQuad ( float start, float end, float value ) : float | ||
easeOutQuart ( float start, float end, float value ) : float | ||
easeOutQuint ( float start, float end, float value ) : float | ||
easeOutSine ( float start, float end, float value ) : float | ||
linear ( float start, float end, float value ) : float | ||
punch ( float amplitude, float value ) : float | ||
spring ( float start, float end, float value ) : float |
public static AudioFrom ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static AudioFrom ( GameObject target, float volume, float pitch, float time ) : void | ||
target | GameObject |
/// A |
volume | float | for the target level of volume.
/// A |
pitch | float | for the target pitch.
/// A |
time | float |
/// A |
return | void |
public static AudioTo ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static AudioTo ( GameObject target, float volume, float pitch, float time ) : void | ||
target | GameObject |
/// A |
volume | float | for the target level of volume.
/// A |
pitch | float | for the target pitch.
/// A |
time | float |
/// A |
return | void |
public static AudioUpdate ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static AudioUpdate ( GameObject target, float volume, float pitch, float time ) : void | ||
target | GameObject |
/// A |
volume | float |
/// A |
pitch | float |
/// A |
time | float |
/// A |
return | void |
public static CameraFadeAdd ( Texture2D texture ) : GameObject | ||
texture | Texture2D |
/// A |
return | GameObject |
public static CameraFadeAdd ( Texture2D texture, int depth ) : GameObject | ||
texture | Texture2D |
/// A |
depth | int |
/// A |
return | GameObject |
public static CameraFadeDepth ( int depth ) : void | ||
depth | int |
/// A |
return | void |
public static CameraFadeFrom ( Hashtable args ) : void | ||
args | Hashtable | |
return | void |
public static CameraFadeFrom ( float amount, float time ) : void | ||
amount | float |
/// A |
time | float |
/// A |
return | void |
public static CameraFadeSwap ( Texture2D texture ) : void | ||
texture | Texture2D |
/// A |
return | void |
public static CameraFadeTo ( Hashtable args ) : void | ||
args | Hashtable | |
return | void |
public static CameraFadeTo ( float amount, float time ) : void | ||
amount | float |
/// A |
time | float |
/// A |
return | void |
public static CameraTexture ( Color color ) : Texture2D | ||
color | Color | /// Color /// |
return | Texture2D |
public static ColorFrom ( GameObject target, Color color, float time ) : void | ||
target | GameObject |
/// A |
color | Color |
/// A |
time | float |
/// A |
return | void |
public static ColorFrom ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static ColorTo ( GameObject target, Color color, float time ) : void | ||
target | GameObject |
/// A |
color | Color |
/// A |
time | float |
/// A |
return | void |
public static ColorTo ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static ColorUpdate ( GameObject target, Color color, float time ) : void | ||
target | GameObject |
/// A |
color | Color |
/// A |
time | float |
/// A |
return | void |
public static ColorUpdate ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static Count ( GameObject target ) : int | ||
target | GameObject | |
return | int |
public static Count ( GameObject target, string type ) : int | ||
target | GameObject | |
type | string |
/// A |
return | int |
public static Count ( string type ) : int | ||
type | string |
/// A |
return | int |
public static DrawLine ( Transform line ) : void | ||
line | Transform |
/// A |
return | void |
public static DrawLine ( Transform line, Color color ) : void | ||
line | Transform |
/// A |
color | Color |
/// A |
return | void |
public static DrawLine ( Vector3 line ) : void | ||
line | Vector3 |
/// A |
return | void |
public static DrawLine ( Vector3 line, Color color ) : void | ||
line | Vector3 |
/// A |
color | Color |
/// A |
return | void |
public static DrawLineGizmos ( Transform line ) : void | ||
line | Transform |
/// A |
return | void |
public static DrawLineGizmos ( Transform line, Color color ) : void | ||
line | Transform |
/// A |
color | Color |
/// A |
return | void |
public static DrawLineGizmos ( Vector3 line ) : void | ||
line | Vector3 |
/// A |
return | void |
public static DrawLineGizmos ( Vector3 line, Color color ) : void | ||
line | Vector3 |
/// A |
color | Color |
/// A |
return | void |
public static DrawLineHandles ( Transform line ) : void | ||
line | Transform |
/// A |
return | void |
public static DrawLineHandles ( Transform line, Color color ) : void | ||
line | Transform |
/// A |
color | Color |
/// A |
return | void |
public static DrawLineHandles ( Vector3 line ) : void | ||
line | Vector3 |
/// A |
return | void |
public static DrawLineHandles ( Vector3 line, Color color ) : void | ||
line | Vector3 |
/// A |
color | Color |
/// A |
return | void |
public static DrawPath ( Transform path ) : void | ||
path | Transform |
/// A |
return | void |
public static DrawPath ( Transform path, Color color ) : void | ||
path | Transform |
/// A |
color | Color |
/// A |
return | void |
public static DrawPath ( Vector3 path ) : void | ||
path | Vector3 |
/// A |
return | void |
public static DrawPath ( Vector3 path, Color color ) : void | ||
path | Vector3 |
/// A |
color | Color |
/// A |
return | void |
public static DrawPathGizmos ( Transform path ) : void | ||
path | Transform |
/// A |
return | void |
public static DrawPathGizmos ( Transform path, Color color ) : void | ||
path | Transform |
/// A |
color | Color |
/// A |
return | void |
public static DrawPathGizmos ( Vector3 path ) : void | ||
path | Vector3 |
/// A |
return | void |
public static DrawPathGizmos ( Vector3 path, Color color ) : void | ||
path | Vector3 |
/// A |
color | Color |
/// A |
return | void |
public static DrawPathHandles ( Transform path ) : void | ||
path | Transform |
/// A |
return | void |
public static DrawPathHandles ( Transform path, Color color ) : void | ||
path | Transform |
/// A |
color | Color |
/// A |
return | void |
public static DrawPathHandles ( Vector3 path ) : void | ||
path | Vector3 |
/// A |
return | void |
public static DrawPathHandles ( Vector3 path, Color color ) : void | ||
path | Vector3 |
/// A |
color | Color |
/// A |
return | void |
public static FadeFrom ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static FadeFrom ( GameObject target, float alpha, float time ) : void | ||
target | GameObject |
/// A |
alpha | float |
/// A |
time | float |
/// A |
return | void |
public static FadeTo ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static FadeTo ( GameObject target, float alpha, float time ) : void | ||
target | GameObject |
/// A |
alpha | float |
/// A |
time | float |
/// A |
return | void |
public static FadeUpdate ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static FadeUpdate ( GameObject target, float alpha, float time ) : void | ||
target | GameObject |
/// A |
alpha | float |
/// A |
time | float |
/// A |
return | void |
public static FloatUpdate ( float currentValue, float targetValue, float speed ) : float | ||
currentValue | float |
/// A |
targetValue | float |
/// A |
speed | float |
/// A |
return | float |
public static Init ( GameObject target ) : void | ||
target | GameObject |
/// A |
return | void |
public static LookFrom ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static LookFrom ( GameObject target, Vector3 looktarget, float time ) : void | ||
target | GameObject |
/// A |
looktarget | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static LookTo ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static LookTo ( GameObject target, Vector3 looktarget, float time ) : void | ||
target | GameObject |
/// A |
looktarget | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static LookUpdate ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static LookUpdate ( GameObject target, Vector3 looktarget, float time ) : void | ||
target | GameObject |
/// A |
looktarget | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static MoveAdd ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static MoveAdd ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static MoveBy ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static MoveBy ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static MoveFrom ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static MoveFrom ( GameObject target, Vector3 position, float time ) : void | ||
target | GameObject |
/// A |
position | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static MoveTo ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static MoveTo ( GameObject target, Vector3 position, float time ) : void | ||
target | GameObject |
/// A |
position | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static MoveUpdate ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static MoveUpdate ( GameObject target, Vector3 position, float time ) : void | ||
target | GameObject |
/// A |
position | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static PathLength ( Transform path ) : float | ||
path | Transform |
/// A |
return | float |
public static PathLength ( Vector3 path ) : float | ||
path | Vector3 |
/// A |
return | float |
public static Pause ( GameObject target ) : void | ||
target | GameObject | |
return | void |
public static Pause ( GameObject target, bool includechildren ) : void | ||
target | GameObject | |
includechildren | bool | |
return | void |
public static Pause ( GameObject target, string type ) : void | ||
target | GameObject | |
type | string |
/// A |
return | void |
public static Pause ( GameObject target, string type, bool includechildren ) : void | ||
target | GameObject | |
type | string |
/// A |
includechildren | bool | |
return | void |
public static Pause ( string type ) : void | ||
type | string |
/// A |
return | void |
public static PointOnPath ( Transform path, float percent ) : Vector3 | ||
path | Transform |
/// A |
percent | float |
/// A |
return | Vector3 |
public static PointOnPath ( Vector3 path, float percent ) : Vector3 | ||
path | Vector3 |
/// A |
percent | float |
/// A |
return | Vector3 |
public static PunchPosition ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static PunchPosition ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static PunchRotation ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static PunchRotation ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static PunchScale ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static PunchScale ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static PutOnPath ( GameObject target, Transform path, float percent ) : void | ||
target | GameObject |
/// A |
path | Transform |
/// A |
percent | float |
/// A |
return | void |
public static PutOnPath ( GameObject target, Vector3 path, float percent ) : void | ||
target | GameObject |
/// A |
path | Vector3 |
/// A |
percent | float |
/// A |
return | void |
public static PutOnPath ( Transform target, Transform path, float percent ) : void | ||
target | Transform |
/// A |
path | Transform |
/// A |
percent | float |
/// A |
return | void |
public static PutOnPath ( Transform target, Vector3 path, float percent ) : void | ||
target | Transform |
/// A |
path | Vector3 |
/// A |
percent | float |
/// A |
return | void |
public static RectUpdate ( Rect currentValue, Rect targetValue, float speed ) : Rect | ||
currentValue | Rect |
/// A |
targetValue | Rect |
/// A |
speed | float |
/// A |
return | Rect |
public static Resume ( GameObject target ) : void | ||
target | GameObject | |
return | void |
public static Resume ( GameObject target, bool includechildren ) : void | ||
target | GameObject | |
includechildren | bool | |
return | void |
public static Resume ( GameObject target, string type ) : void | ||
target | GameObject | |
type | string |
/// A |
return | void |
public static Resume ( GameObject target, string type, bool includechildren ) : void | ||
target | GameObject | |
type | string |
/// A |
includechildren | bool | |
return | void |
public static Resume ( string type ) : void | ||
type | string |
/// A |
return | void |
public static RotateAdd ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static RotateAdd ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static RotateBy ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static RotateBy ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static RotateFrom ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static RotateFrom ( GameObject target, Vector3 rotation, float time ) : void | ||
target | GameObject |
/// A |
rotation | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static RotateTo ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static RotateTo ( GameObject target, Vector3 rotation, float time ) : void | ||
target | GameObject |
/// A |
rotation | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static RotateUpdate ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static RotateUpdate ( GameObject target, Vector3 rotation, float time ) : void | ||
target | GameObject |
/// A |
rotation | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static ScaleAdd ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static ScaleAdd ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static ScaleBy ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static ScaleBy ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static ScaleFrom ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static ScaleFrom ( GameObject target, Vector3 scale, float time ) : void | ||
target | GameObject |
/// A |
scale | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static ScaleTo ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static ScaleTo ( GameObject target, Vector3 scale, float time ) : void | ||
target | GameObject |
/// A |
scale | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static ScaleUpdate ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static ScaleUpdate ( GameObject target, Vector3 scale, float time ) : void | ||
target | GameObject |
/// A |
scale | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static ShakePosition ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static ShakePosition ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static ShakeRotation ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static ShakeRotation ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static ShakeScale ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static ShakeScale ( GameObject target, Vector3 amount, float time ) : void | ||
target | GameObject |
/// A |
amount | Vector3 |
/// A |
time | float |
/// A |
return | void |
public static Stab ( GameObject target, AudioClip audioclip, float delay ) : void | ||
target | GameObject |
/// A |
audioclip | AudioClip |
/// A |
delay | float |
/// A |
return | void |
public static Stab ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static Stop ( GameObject target ) : void | ||
target | GameObject | |
return | void |
public static Stop ( GameObject target, bool includechildren ) : void | ||
target | GameObject | |
includechildren | bool | |
return | void |
public static Stop ( GameObject target, string type ) : void | ||
target | GameObject | |
type | string |
/// A |
return | void |
public static Stop ( GameObject target, string type, bool includechildren ) : void | ||
target | GameObject | |
type | string |
/// A |
includechildren | bool | |
return | void |
public static Stop ( string type ) : void | ||
type | string |
/// A |
return | void |
public static StopByName ( GameObject target, string name ) : void | ||
target | GameObject | |
name | string |
/// The |
return | void |
public static StopByName ( GameObject target, string name, bool includechildren ) : void | ||
target | GameObject | |
name | string |
/// The |
includechildren | bool | |
return | void |
public static StopByName ( string name ) : void | ||
name | string |
/// The |
return | void |
public static ValueTo ( GameObject target, Hashtable args ) : void | ||
target | GameObject | |
args | Hashtable | |
return | void |
public static Vector2Update ( Vector2 currentValue, Vector2 targetValue, float speed ) : Vector2 | ||
currentValue | Vector2 |
/// A |
targetValue | Vector2 |
/// A |
speed | float |
/// A |
return | Vector2 |
public static Vector3Update ( Vector3 currentValue, Vector3 targetValue, float speed ) : Vector3 | ||
currentValue | Vector3 |
/// A |
targetValue | Vector3 |
/// A |
speed | float |
/// A |
return | Vector3 |